Hello!
I’m attempting to create an environment with the Star Citizen workflow (POM deferred decals, tiling textures, and weighted normals). However, as many POM tutorials I have been through and recreated their materials exactly, I don’t get any sort of depth when I try it. It seems to simply scale the UVs (shown in attached .gif).
Side question, does anyone know if UE5 has implemented selective channel opacity for decals similar to Cry Engine (that is, overlay a normal in some areas while only overlaying color in other areas. I’m aware of the decal response that must be set on the target surface material, but that doesn’t quite do it as needed. I assume this is a no since I have searched pretty extensively, but figured I would ask while I’m here.
